[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
[X] [Prancing Angels] Give Them A Chase

[x] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[x] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[x] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
Not that I don't like that people vote for my plan, but does anyone have some feedback or comments on the situation or suchlike?
 
It's about the same plan that I came up with. Barring the QEC being usable as a tracking device, it makes good use of our increased sensor range.
 
It seems fine. I'm not one to vote in battle turns generally, so I was just looking for a plan that made sense. Not only that, but the optimal strategy for this encounter runs counter to my typical style. I'm more one to rush in guns a blazing and burn them all which is a great way to bad end during the tutorial fight so....yeah.
 
Maybe launching a torpedo early and trying to time its arrival with the second salvo of missiles? Managing to land a torp hit would leave the Omen nearly dead.

With the Hunter out-of-position to provide point defense and both of them still unaware, seems like a decent chance it'll work.

Edit: 2nd Salvo because the torp is slow and timing it with the first would give the enemies advance warning.
 
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Got nothing to add to the combat itself. While disengaging seems like the prudent choice, that probably won't stop the pursuit and it looks like they'll have more power to burn for speed.
Additionally, if we win and if luck would have it, we might be able to salvage something to use as proof when we orbital bombard a certain fucker to oblivion in the future.
 
Got nothing to add to the combat itself. While disengaging seems like the prudent choice, that probably won't stop the pursuit and it looks like they'll have more power to burn for speed.
Additionally, if we win and if luck would have it, we might be able to salvage something to use as proof when we orbital bombard a certain fucker to oblivion in the future.
...it honestly never occurred to me that disengaging might even be an option.
 
...it honestly never occurred to me that disengaging might even be an option.
We have the edge on distance and sensor range, while it's possible they know our starting location due to their informant they can't possibly know where we'll go from there. That said I'm not sure we should either.

Anyways some minor questions @Crystalwatcher how does resupply work? Missiles look like a limited resource, are they limited per battle or are they limited per inventory?
 
Anyways some minor questions @Crystalwatcher how does resupply work? Missiles look like a limited resource, are they limited per battle or are they limited per inventory?
Limited inventory. In order to resupply a ship has to either manufacture new missiles, or pick some up from a fleet base. So if you use them all, you're out of luck because the Lost Cause doesn't have a way to do the former.
 
[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
Is it possible to program missiles to wait for X turns before they head on to wherever?


[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
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>cries in lack of discussion.


Adhoc vote count started by Crystalwatcher on Sep 15, 2020 at 8:36 PM, finished with 38 posts and 8 votes.

  • [x] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
    -[x] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
    --[x] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
    [x] [Prancing Angels] Give Them A Chase
 
Plan PA is just generally well constructed for how little experience we have with the system.

The only other move at this point in the turn order(?) would've been to do the same thing, but completely alpha-strike one of their engines instead of guns so we can kite the other away from them or outright leave.
 
Plan PA is just generally well constructed for how little experience we have with the system.

The only other move at this point in the turn order(?) would've been to do the same thing, but completely alpha-strike one of their engines instead of guns so we can kite the other away from them or outright leave.
Note the fact that Buster Cannons have a range of "until it hits something", so we need to take those out before separating them could become an effective tactic.
 
Note the fact that Buster Cannons have a range of "until it hits something", so we need to take those out before separating them could become an effective tactic.
Fair. I wasn't considering a second QEC or the need to fire more than once, which would grant them a reasonable chance of spread-shotting our last known at the time.

I would like to address ammo though.
Heavy Torpedo Launcher A/B (Two Missiles Available)
A quartet of torpedoes might be our make or break against the scary bigger ship that may or may not intercept us before our next resupply. Holding onto them for next fight might be a necessary cost of business.
 
[X] [Prancing Angels] Give Them A Chase

[X] [BATTLE BEGIN] Move 1 hex South-East (top of map is North)
-[X] In successive turns, continue moving South and East to circle around the edges of the enemy sensor range, until the enemy Omen-class is directly between ourselves and the Hunter-class.
--[X] If the above is achieved without issue, launch two spreads of missiles, to approach along the vector that keeps the Omen between them and the hunter. Missile spreads should be staggered, for secondary spread to impact after shields have been downed. Priority targets for the secondary spread are the buster turrets, followed by the engines if the angle does not allow striking three turrets.
 
Battle For The God Vessel
"They're stopping?"

"Looks like it. Not what I would do, but it kind of makes sense in a way; their engines are of a superior design to ours, so even if we just turned to run, they'd eventually catch up to us. Which would be easier when accelerating one direction than having to stop and turn around."

"Why not make a long turn? Keep their momentum?"

"Because that's not actually a standard tactic that's taught in class. Why, I don't know, but I only came up with it because I wasn't a stickler to the rule book."

"That's stupid."

"Telling me… How long until we're in position?"

"Sixty seconds, it looks like these ships don't have the upgraded sensors, so we're fine for now."


You nod to AD-331 as the Lost Cause continues it's combat burn towards your desired engagement zone. "If we can scatter their formation even a little, we can trick them into coming at us one at a time. If they do that, then our heavier missile complement will allow us to burn one down pretty quickly."

"That's if they don't decide to try trapping us between them."

"Which is why keeping the engine burning. We launch and then get out of the danger zone while they're still reacting to the missiles hitting their sensor net."

"You're not worried about any return shots?"

"At this angle the Hunter couldn't fire anything at us without hitting their ally, and the Omen would have to reposition to target us with anything but their ventral turret. Even if they do manage to get lucky firing blind, our shields are up to the task of a single buster round."

"And if our luck tanks?"

"It'll take more than three hits from a Buster to get through our shields at full stability. Standard Empire tactics will demand that the Hunter focus on the missiles we fired in favor of launching a shot from a Buster at us with the Omen, but even if the Captain went against grain and fired as well while dealing with the missiles our hull is thick enough that it won't cause anything catastrophic."

"... I need to reread the Lost Cause's specs again. I keep forgetting it's not standard."

"Like my dreadnought?"

"Fuck your dreadnought."

"I would but it already fucked you."

"Ten seconds to launch zone," announces one of the crew, and your banter immediately cuts out as both of you gaze intently at the sensor readout.

"In three, two, one… Salvo One away." Your heart beats once in your chest, seeming deafeningly loud in the silence. "Salvo Two away."

The missile pods spit their payloads out like bullets, hurling them safely clear of the ship before the weapons' own thrusters ignite and send them screaming off through the silent void of space.

Moments later, they hit the edge of the enemy's sensor net, and the two cruisers light up immediately in response.

Maneuvering thrusters flare across the hulls of both ships, the heavier Omen-class pitching into a tight roll to bring itself about before slamming on its engines and powering away from the small swarm of missiles heading directly toward it. The Hunter, meanwhile, slips under and around the bulk of the Omen, effectively trading places with its companion vessel as it tries to bring its point defense guns to bear on the onrushing warheads.

You admit to yourself that that was quite cleanly done, on their part. The maneuver itself was, almost literally, textbook. Which made it brutally predictable.

"Keep the engines at full burn. Follow evasion pattern F, and get those tubes rearmed with another salvo. AD-331 I need you to-"

"Captain! Survey scans have completed, there's a massive Builder Station in the nebula."

It could be anything. From a listening post to a freestation, but part of you suddenly knows. "We've found it." On your hololyth, the missiles your ship has fired are still streaking to their target, even as the Omen and Hunter perform their dance. A massive part of you wants to break from this battle and burn for the station, but your time in the Academy says it would be a bad idea to do that while these ships are still a potential threat.

Your instincts war with each other: to finish this fight, or make a run for what everything says will be the God Vessel.

"Captain?"

Time to choose.


[] Burn For Destiny
[] Finish The Fight
-[] Plan
 
Tactical map patch notes
  • Yellow border indicates hostile sensor range.
  • Blue trail indicates path of motion.
  • All ships now have a displayed value for momentum.
 
Hmm. On one hand, doing the Sajuuk maneuver on them sounds like it'd be fun for us and pants-shittingly terrifying for them. On the other hand, something tells me that we should try and remain careful, and try to at least get one of them out of combat before we try something like that. Hmm... I gravitate towards the latter to be honest.
 
"Three at least, two Cruisers and a Battlecruiser. But the Battlecruiser has been delayed due to their Hellscape drive being overhauled with some prototype equipment. If we're lucky, we'll only have to deal with the Cruisers and then have enough time to find the God Vessel and awaken it."
Hmm... they also still have a battlecruiser on the way, which would be even more of a pain to deal with than the Omen.
We don't know when it'll pop in but if the fight drags on and they drop on us just as we deplete our munitions / integrity taking out these 2 cruisers, things are going to end poorly.

Leaning towards disabling their engines (and long range weapons?) before booking it.
 
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